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- Hi James, may I tell you here that you are missing preview images for your furniture for review :).
- (5:45:20 AM) JamesStallings:
- WHich one?
- (5:45:29 AM) JamesStallings:
- the radio?
- (5:45:33 AM) AllenX:
- Suburbs of Goa: Streaming Radio
- (5:45:36 AM) AllenX:
- yeah
- (5:45:38 AM) JamesStallings:
- Ahh yes
- (5:45:52 AM) JamesStallings:
- Ok I will fix that up and resubmit it just shortly
- (5:46:24 AM) AllenX:
- thx :)
- (5:46:33 AM) JamesStallings:
- Thank you Allen :)
- (5:48:24 AM) AllenX:
- You might want to check the position for it as well, it is half under the floor when place it :).
- (5:48:59 AM) JamesStallings:
- TBH I can make no sense of what makes a piece of furniture align vertically.
- (5:50:35 AM) JamesStallings:
- if you can tell me clearly how that's done you'll be the first
- (5:54:02 AM) AllenX:
- Let me check.
- (5:56:36 AM) JamesStallings:
- I presently have my terrain slotted in the room floor component. The radio seems to spawn with it's geometric center aligned to it.
- (5:59:52 AM) AllenX:
- yeah, weird.hmm.
- (6:00:08 AM) JamesStallings:
- it's how everything I spawn works.
- (6:00:44 AM) JamesStallings:
- no one has been able to tell me, 'when you spawn an object, it will snap to the room floor component according to...'
- (6:01:21 AM) JamesStallings:
- what, the bottom of the object? (logic would hope). The center of the object? top? some random small distance above the floor?
- (6:02:17 AM) JamesStallings:
- the furniture bundle I did, all five pieces had to be wrapped in empties and then adjusted above the floor at various heights to cause them to spawn right on the floor. Each is at a different phyical offset from the empty.
- (6:02:30 AM) JamesStallings:
- That's really a pretty non-intuitive way of doing things.
- (6:03:43 AM) Adam:
- 'when you spawn an object, it will snap to the room floor component according to...' - it's the origin of the object
- (6:03:55 AM) Adam:
- That is to say, each object has a origin, it should be snapping to the floor based on that origin.
- (6:04:01 AM) JamesStallings:
- my solution since is to let it fall where it may, spawned with 'Alt' pressed, and then adjusted into final position, again with the Alt pressed.
- (6:04:07 AM) Adam:
- so the origin needs to be in the X/Z center, and Y floor
- (6:04:14 AM) Adam:
- so the "middle, on the floor" of the object.
- (6:04:50 AM) JamesStallings:
- but it's not even the middle, unless you build the object around 0,0,0
- (6:05:42 AM) JamesStallings:
- Some of the items I actually built in unity; this radio for instance
- (6:05:51 AM) JamesStallings:
- never saw a 3d program otherwise
- (6:06:12 AM) JamesStallings:
- it's a box, three cyclinders, and some materials ;)
- (6:06:24 AM) AllenX:
- It should not be necessary to offset to the parrent object to make it above the floor.
- (6:06:26 AM) Adam:
- I can possibly add some repositioning tools to the editor in a future update, which might make that easier.
- (6:06:35 AM) JamesStallings:
- I built it before we had the bugs ironed out of importing blender objects
- (6:06:37 AM) Adam:
- Allen: if the object is centered, I think it should?
- (6:06:53 AM) Adam:
- err centered around 0,0,0 instead of floor-on-0,0,0
- (6:07:31 AM) JamesStallings:
- I went back and cerntered all the furniture in the bundles, per the instructions in Rohan's tutorial. It still did not work so cleanly.
- (6:07:58 AM) Adam:
- Alright, gimme a few - I've got a few things I need to whack today, I can look at making the position adjustable on the furniture component
- (6:08:00 AM) Adam:
- that might make it easier.
- (6:08:47 AM) JamesStallings:
- seems like the thing to do would be to calculate the distance to the outermost -Y facing extremity of the mesh and index it to the top surface of the room floor accordingly
- (6:09:11 AM) JamesStallings:
- then you simply spawn on the floor, regardless of asset origin
- (6:09:59 AM) Adam:
- That may not always be optimal actually; but I think it would be a good default behaviour.
- (6:10:11 AM) Adam:
- things like trees and so forth you often want to partially bury
- (6:10:14 AM) AllenX:
- I guess it should be the main collider's center should be 0,0,0?
- (6:10:22 AM) JamesStallings:
- Yeah because what's happening now is seriously confusing
- (6:10:26 AM) Adam:
- Allen: main colliders center-on-floor.
- (6:10:58 AM) JamesStallings:
- indexing anything in the scene to the objects center will require later repositioning or editing of the object to manually place it's origin
- (6:11:41 AM) JamesStallings:
- also
- (6:11:46 AM) JamesStallings:
- about the floorplan tools
- (6:12:00 AM) JamesStallings:
- on a studio monitor, they leave you almost no room to position objects
- (6:12:22 AM) JamesStallings:
- they are over large and spread along the wrong axis (horizontal vs. vertical)
- (6:12:39 AM) JamesStallings:
- there's a reason those sorts of tools are tiny in e.g., blender or unity
- (6:13:16 AM) JamesStallings:
- the process that actually snaps objects to the floor is very sensitive about where on the available space you can place the object; it's often behind the camera
- (6:13:20 AM) Adam:
- I think they might scale with screen size, so might be a resolution issues.
- (6:13:39 AM) JamesStallings:
- I'm on a pair of 22" studio monitors at max resolution for my card
- (6:13:46 AM) JamesStallings:
- at 950TI
- (6:13:51 AM) Adam:
- Yeah wondering if the scale needs to not do that
- (6:13:52 AM) JamesStallings:
- *a 950Ti
- (6:13:57 AM) Adam:
- what resolution are you on?
- (6:14:08 AM) JamesStallings:
- as high as I can crank it
- (6:14:13 AM) Adam:
- Do you know what that is?
- (6:14:30 AM) JamesStallings:
- >2000x>1000 at a guess, lemme poke at stuff
- (6:15:47 AM) JamesStallings:
- o.O
- (6:15:54 AM) JamesStallings:
- 1920x1080 on the left one
- (6:16:08 AM) JamesStallings:
- 1680 x 1050 on the right one
- (6:16:18 AM) JamesStallings:
- not as much as I thought >.<
- (6:16:44 AM) Adam:
- 1920 is pretty common, but yes. I suspect I know what the issue is there
- (6:16:48 AM) Adam:
- can you log this on the forum, both issues
- (6:16:55 AM) JamesStallings:
- yes
- (6:16:56 AM) Adam:
- so I dont forget (today is gonna be a bit crazy I suspect.)
- (6:17:03 AM) JamesStallings:
- no problem bub
- (6:17:15 AM) JamesStallings:
- I'll take care of that first thing when I get busy
- (6:18:22 AM) JamesStallings:
- Here's what it looks like on my screen:
- (6:18:32 AM) JamesStallings:
- https://gyazo.com/713667bbf3d8f1d426df773d9c4c75aa
- (6:18:55 AM) JamesStallings:
- if all of that were just vertical it'd make a huge difference
- (6:19:10 AM) Adam:
- Ah, not what I thought you were referencing
- (6:19:13 AM) Adam:
- but yes, forum please (with the pic!)
- (6:19:13 AM) JamesStallings:
- also one suggestion about a feature to add to this
- (6:19:31 AM) JamesStallings:
- drag from inventory windo to 'objects in area' panel
- (6:19:56 AM) Adam:
- Yeah we're looking into additional drag/drop mechanics at the moment, I lookeda t the code to see if we could get plain ol drop-inworld
- (6:20:09 AM) JamesStallings:
- for a long time I thought this simply didn't work as I couldn't get an object placed until I tried it three or four times
- (6:20:26 AM) JamesStallings:
- yeah that would really be the solution
- (6:20:36 AM) JamesStallings:
- then only bust out these placement tools for finer work
- (6:21:03 AM) Adam:
- Yeah that we're looking into, should hopefully be doable, the code looked straight forward, but I got pulled into a ton of other stuff this week
- (6:22:35 AM) JamesStallings:
- oh yeah, I been living with this a while, it wont cramp to to carry on
- (6:22:56 AM) JamesStallings:
- but since I had Allen telling me about positioning, I knew I had some engineering attention ;)
- (6:23:13 AM) Adam:
- We're testing a viewer patch heh
- (6:24:12 AM) JamesStallings:
- the placement of the tools wouldn't be so bad, except that cant the windows cant be moved and resized, and the inworld camera is very pushy about where it sits, so you cant just free cam around to a better view of what you're doing. Well, you can, but it'll snap back where it was as soon as you do anything else.
- (6:24:39 AM) JamesStallings:
- sorry my wife came in and interrupted, you can see about where in that sentence lol
- (6:25:42 AM) JamesStallings:
- we need an 'expert camera mode'. baically that just leaves the camera be when it's ticked
- (6:27:00 AM) JamesStallings:
- it's pretty much a requirement for fine placing anything or fine examination
- (6:27:13 AM) Adam:
- That's actually the fly through mode at the top
- (6:30:13 AM) JamesStallings:
- yeah
- (6:30:24 AM) JamesStallings:
- I love that actually, on a small region
- (6:31:02 AM) JamesStallings:
- but with a 4096m room floor plan, it really sucks when it zooms off to 0,0 over the terrain and I need to work a km or two inland
- (6:31:23 AM) JamesStallings:
- takes literally minutes to fly the cam back out to what I'm doing
- (6:31:54 AM) JamesStallings:
- I guess these are the sorts of things you only find out are problematic when someone is really trying to use the tools
- (6:38:01 AM) JamesStallings:
- I'll be making a lot more furniture, am pretty much in the process of it, along with everything else
- (6:38:10 AM) JamesStallings:
- but these things do slow me waaaaaay down
- (6:38:45 AM) JamesStallings:
- ok forum post, gotta go a hunting through my tabs heh.
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